/***************************************************************************
 *   Copyright (C) 2008 Stefan Majewsky <majewsky.stefan@ages-skripte.org>
 *
 *   This program is free software; you can redistribute it and/or
 *   modify it under the terms of the GNU General Public
 *   License as published by the Free Software Foundation; either
 *   version 2 of the License, or (at your option) any later version.
 *
 *   This program is distributed in the hope that it will be useful,
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *   GNU General Public License for more details.
 *
 *   You should have received a copy of the GNU General Public License
 *   along with this program; if not, write to the Free Software
 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 ***************************************************************************/

#include "board.h"
#include "animator.h"
#include "diamond.h"
#include "renderer.h"

#include <KGamePopupItem>
#include <KNotification>

const int UpdateInterval = 40;

Board::Board(KDiamond::GameState* state, KGameDifficulty::standardLevel difficulty)
	: QGraphicsScene()
	, m_selection1(new Diamond(0, 0, 0, 0, KDiamond::Selection, this))
	, m_selection2(new Diamond(0, 0, 0, 0, KDiamond::Selection, this))
	, m_background(new QGraphicsPixmapItem(0, this))
	, m_gameState(state)
	, m_messenger(new KGamePopupItem)
	, m_animator(0)
	, m_leftOffset(0)
	, m_diamondEdgeLength(1)
	, m_selected1x(-1)
	, m_selected1y(-1)
	, m_selected2x(-1)
	, m_selected2y(-1)
	, m_swapping1x(-1)
	, m_swapping1y(-1)
	, m_swapping2x(-1)
	, m_swapping2y(-1)
{
	switch (difficulty)
	{
		case KGameDifficulty::VeryEasy:
			m_size = KDiamond::VeryEasySize;
			m_colorCount = KDiamond::VeryEasyColors;
			break;
		case KGameDifficulty::Easy:
			m_size = KDiamond::EasySize;
			m_colorCount = KDiamond::EasyColors;
			break;
		case KGameDifficulty::Medium:
			m_size = KDiamond::MediumSize;
			m_colorCount = KDiamond::MediumColors;
			break;
		case KGameDifficulty::Hard:
			m_size = KDiamond::HardSize;
			m_colorCount = KDiamond::HardColors;
			break;
		case KGameDifficulty::VeryHard:
		default: //punish bugs with "Very hard" mode ;-)
			m_size = KDiamond::VeryHardSize;
			m_colorCount = KDiamond::VeryHardColors;
			break;
	}
	//init scene (with some default scene size that makes board coordinates equal scene coordinates)
	setSceneRect(0.0, 0.0, m_size, m_size);
	//fill diamond field and scene
	m_diamonds = new Diamond**[m_size];
	for (int x = 0; x < m_size; ++x)
	{
		m_diamonds[x] = new Diamond*[m_size];
		for (int y = 0; y < m_size; ++y)
		{
			//roll the dice to get a color, but ensure that there are not three of a color in a row from the start
			int color, otherColor1, otherColor2;
			while (true)
			{
				color = qrand() % m_colorCount + 1; // +1 because numbering of enum KDiamond::Color starts at 1
				//condition: no triplet in y axis (attention: only the diamonds above us are defined already)
				if (y >= 2) //no triplet possible for i = 0, 1
				{
					otherColor1 = m_diamonds[x][y - 1]->color();
					otherColor2 = m_diamonds[x][y - 2]->color();
					if (otherColor1 == color && otherColor2 == color)
						continue; //roll the dice again
				}
				//same condition on x axis
				if (x >= 2)
				{
					otherColor1 = m_diamonds[x - 1][y]->color();
					otherColor2 = m_diamonds[x - 2][y]->color();
					if (otherColor1 == color && otherColor2 == color)
						continue;
				}
				break;
			}
			//set diamond
			m_diamonds[x][y] = new Diamond(x, y, x, y, KDiamond::colorFromNumber(color), this);
		}
	}
	//init selection markers
	m_selection1->hide();
	m_selection2->hide();
	//init background
	m_background->setZValue(1);
	m_background->setAcceptedMouseButtons(0);
	//init messenger
	m_messenger->setMessageOpacity(0.8);
	m_messenger->setHideOnMouseClick(false);
	addItem(m_messenger);
	//init time management
	m_timerId = startTimer(UpdateInterval);
	//schedule late initialisation
	m_jobQueue << KDiamond::UpdateAvailableMovesJob;
}

Board::~Board()
{
	for (int i = 0; i < m_size; ++i)
	{
		for (int j = 0; j < m_size; ++j)
		{
			delete m_diamonds[i][j];
		}
		delete[] m_diamonds[i];
	}
	delete[] m_diamonds;
	delete m_selection1;
	delete m_selection2;
	delete m_background;
	delete m_messenger;
	delete m_animator;
}

int Board::diamondCountOnEdge() const
{
	return m_size;
}

//Checks amount of possible moves remaining
void Board::getMoves()
{
	m_availableMoves.clear();
	KDiamond::Color curColor;
	for (int x = 0; x < m_size; ++x)
	{
		for (int y = 0; y < m_size; ++y)
		{
			curColor = m_diamonds[x][y]->color();
			if ((x < (m_size-1)) && (m_diamonds[x+1][y]->color() == curColor))
			{
				if ((onBoard(x-2, y)) && (m_diamonds[x-2][y]->color() == curColor))
					m_availableMoves.append(QPoint(x-2, y));
				if ((onBoard(x-1, y-1)) && (m_diamonds[x-1][y-1]->color() == curColor))
					m_availableMoves.append(QPoint(x-1, y-1));
				if ((onBoard(x-1, y+1)) && (m_diamonds[x-1][y+1]->color() == curColor))
					m_availableMoves.append(QPoint(x-1, y+1));
				if ((onBoard(x+3, y)) && (m_diamonds[x+3][y]->color() == curColor))
					m_availableMoves.append(QPoint(x+3, y));
				if ((onBoard(x+2, y-1)) && (m_diamonds[x+2][y-1]->color() == curColor))
					m_availableMoves.append(QPoint(x+2, y-1));
				if ((onBoard(x+2, y+1)) && (m_diamonds[x+2][y+1]->color() == curColor))
					m_availableMoves.append(QPoint(x+2, y+1));
			}
			if ((x < (m_size-2)) && (m_diamonds[x+2][y]->color() == curColor))
			{
				if ((onBoard(x+1, y-1)) && (m_diamonds[x+1][y-1]->color() == curColor))
					m_availableMoves.append(QPoint(x+1, y-1));
				if ((onBoard(x+1, y+1)) && (m_diamonds[x+1][y+1]->color() == curColor))
					m_availableMoves.append(QPoint(x+1, y+1));
			}
			if ((y < (m_size-1)) && (m_diamonds[x][y+1]->color() == curColor))
			{
				if ((onBoard(x, y-2)) && (m_diamonds[x][y-2]->color() == curColor))
					m_availableMoves.append(QPoint(x, y-2));
				if ((onBoard(x-1, y-1)) && (m_diamonds[x-1][y-1]->color() == curColor))
					m_availableMoves.append(QPoint(x-1, y-1));
				if ((onBoard(x+1, y-1)) && (m_diamonds[x+1][y-1]->color() == curColor))
					m_availableMoves.append(QPoint(x+1, y-1));
				if ((onBoard(x, y+3)) && (m_diamonds[x][y+3]->color() == curColor))
					m_availableMoves.append(QPoint(x, y+3));
				if ((onBoard(x-1, y+2)) && (m_diamonds[x-1][y+2]->color() == curColor))
					m_availableMoves.append(QPoint(x-1, y+2));
				if ((onBoard(x+1, y+2)) && (m_diamonds[x+1][y+2]->color() == curColor))
					m_availableMoves.append(QPoint(x+1, y+2));
			}
			if ((y < (m_size-2)) && (m_diamonds[x][y+2]->color() == curColor))
			{
				if ((onBoard(x-1, y+1)) && (m_diamonds[x-1][y+1]->color() == curColor))
					m_availableMoves.append(QPoint(x-1, y+1));
				if ((onBoard(x+1, y+1)) && (m_diamonds[x+1][y+1]->color() == curColor))
					m_availableMoves.append(QPoint(x+1, y+1));
			}
		}
	}
	emit numberMoves(m_availableMoves.size());
	if (m_availableMoves.isEmpty())
	{
		m_selection1->hide();
		m_selection2->hide();
		m_gameState->setState(KDiamond::Finished);
	}
}

//Converts board coordinates (i.e. (0,0) is the top left point of the board, 1 unit = 1 diamond) to scene coordinates.
QPoint Board::boardToScene(const QPointF &boardCoords) const
{
	return QPoint(
		boardCoords.x() * m_diamondEdgeLength + m_leftOffset,
		boardCoords.y() * m_diamondEdgeLength
	);
}

int Board::diamondEdgeLength() const
{
	return m_diamondEdgeLength;
}

//Adapt scene coordinates to size of view. (This congruence is required by KGamePopupItem.)
void Board::resizeScene(int newWidth, int newHeight, bool force)
{
	//do not resize if nothing would change
	if (!force && width() == newWidth && height() == newHeight)
		return;
	setSceneRect(0.0, 0.0, newWidth, newHeight);
	//calculate new metrics - A board margin of half a diamond's size is hard-coded.
	const qreal diamondXConstraint = newWidth / (m_size + 1);
	const qreal diamondYConstraint = newHeight / (qreal(m_size) + 0.5);
	m_diamondEdgeLength = qMin(diamondXConstraint, diamondYConstraint);
	int boardSize = m_size * m_diamondEdgeLength;
	m_leftOffset = (newWidth - boardSize) / 2.0;
	//renderer
	Renderer::self()->boardResized(newWidth, newHeight, m_leftOffset, m_diamondEdgeLength, m_size);
	//diamonds
	emit boardResized(); //give diamonds the chance to change their metrics
	//background
	m_background->setPixmap(Renderer::self()->background());
	QRectF bgRect = m_background->sceneBoundingRect();
	//The 10.0 and -5.0 are part of a nasty hack to avoid white borders around the background.
	m_background->scale((newWidth + 10.0) / bgRect.width(), (newHeight + 10.0) / bgRect.height());
	m_background->setPos(-5.0, -5.0);
	m_background->setVisible(true);
}

void Board::mouseOnDiamond(int xIndex, int yIndex)
{
	if (m_gameState->state() != KDiamond::Playing)
		return;
	if (m_selected1x == xIndex && m_selected1y == yIndex)
	{
		//clicked again on first selected diamond - remove selection
		//Attention: This code is re-used in Board::timerEvent for the RemoveRowsJob. If you modify it here, please do also apply your changes over there.
		m_selected1x = m_selected2x;
		m_selected1y = m_selected2y;
		if (m_selected1x == -1 || m_selected1y == -1)
			m_selection1->hide();
		else
		{
			m_selection1->setPosInBoardCoords(QPointF(m_selected1x, m_selected1y));
			m_selection1->show();
		}
		m_selected2x = -1;
		m_selected2y = -1;
		m_selection2->hide();
	}
	else if (m_selected2x == xIndex && m_selected2y == yIndex)
	{
		//clicked again on second selected diamond - remove selection
		m_selected2x = -1;
		m_selected2y = -1;
		m_selection2->hide();
	}
	else if (m_selected1x == -1 || m_selected1y == -1)
	{
		//nothing selected - this is the first selected diamond
		m_selected1x = xIndex;
		m_selected1y = yIndex;
		m_selection1->setPosInBoardCoords(QPointF(xIndex, yIndex));
		m_selection1->show();
	}
	else if (m_selected2x == -1 || m_selected2y == -1)
	{
		//this could be the second selected diamond - ensure that the second one is a neighbor of the other one
		int dx = qAbs(m_selected1x - xIndex), dy = qAbs(m_selected1y - yIndex);
		if (dx + dy == 1)
		{
			m_selected2x = xIndex;
			m_selected2y = yIndex;
			m_selection2->setPosInBoardCoords(QPointF(xIndex, yIndex));
			m_selection2->show();
			m_jobQueue << KDiamond::SwapDiamondsJob;
		}
		else
		{
			//selected a diamond that it is not a neighbor - move the first selection to this diamond
			m_selected1x = xIndex;
			m_selected1y = yIndex;
			m_selection1->setPosInBoardCoords(QPointF(xIndex, yIndex));
			m_selection1->show();
		}
	}
}

void Board::clearSelection()
{
	m_selection1->hide();
	m_selection2->hide();
	m_selected1x = m_selected1y = m_selected2x = m_selected2y = -1;
}

void Board::timerEvent(QTimerEvent* event)
{
	Q_UNUSED(event)
	//see Diamond::move(const QPointF &) for explanation
	if (m_gameState->state() == KDiamond::Paused || m_animator != 0)
		return;
	if(m_jobQueue.count() == 0) //nothing to do in this update
	{
		Renderer::self()->prerenderNextAnimationFrame();
		return;
	}
	//execute first job in queue
	KDiamond::Job job = m_jobQueue.takeFirst();
	int dx, dy;
	Diamond *temp;
	switch (job)
	{
		case KDiamond::SwapDiamondsJob:
			if (m_selected1x == -1 || m_selected1y == -1 || m_selected2x == -1 || m_selected2y == -1)
				break; //this can be the case if, during a cascade, two diamonds are selected (inserts SwapDiamondsJob) and then deselected
			//ensure that the selected diamonds are neighbors (this is not necessarily the case as diamonds can move to fill gaps)
			dx = qAbs(m_selected1x - m_selected2x);
			dy = qAbs(m_selected1y - m_selected2y);
			if (dx + dy != 1)
			{
				m_selected1x = m_selected1y = m_selected2x = m_selected2y = -1;
				m_selection1->hide();
				m_selection2->hide();
				break;
			}
			//start a new cascade
			m_gameState->resetCascadeCounter();
			//copy selection info into another storage (to allow the user to select the next two diamonds while the cascade runs)
			m_swapping1x = m_selected1x;
			m_swapping1y = m_selected1y;
			m_swapping2x = m_selected2x;
			m_swapping2y = m_selected2y;
			m_selected1x = m_selected1y = m_selected2x = m_selected2y = -1;
			m_selection1->hide();
			m_selection2->hide();
			m_jobQueue << KDiamond::RemoveRowsJob; //We already insert this here to avoid another conditional statement.
		case KDiamond::RevokeSwapDiamondsJob: //It is not an error that there is no break statement before this case: The swapping code is essentially the same, but the swap job has to do the above variable initializations etc.
			//swap diamonds
			temp = m_diamonds[m_swapping1x][m_swapping1y];
			m_diamonds[m_swapping1x][m_swapping1y] = m_diamonds[m_swapping2x][m_swapping2y];
			m_diamonds[m_swapping2x][m_swapping2y] = temp;
			m_diamonds[m_swapping1x][m_swapping1y]->setXIndex(m_swapping1x);
			m_diamonds[m_swapping1x][m_swapping1y]->setYIndex(m_swapping1y);
			m_diamonds[m_swapping2x][m_swapping2y]->setXIndex(m_swapping2x);
			m_diamonds[m_swapping2x][m_swapping2y]->setYIndex(m_swapping2y);
			//invoke movement
			KNotification::event("move");
			m_animator = new MoveAnimator();
			((MoveAnimator*) m_animator)->setMoveLength(1);
			m_animator->addItem(m_diamonds[m_swapping1x][m_swapping1y], QPointF(m_swapping2x, m_swapping2y), QPointF(m_swapping1x, m_swapping1y));
			m_animator->addItem(m_diamonds[m_swapping2x][m_swapping2y], QPointF(m_swapping1x, m_swapping1y), QPointF(m_swapping2x, m_swapping2y));
			m_animator->start();
			connect(m_animator, SIGNAL(finished()), this, SLOT(animationFinished()));
			break;
		case KDiamond::RemoveRowsJob:
			//find diamond rows and delete these diamonds
			m_diamondsToRemove = findCompletedRows();
			if (m_diamondsToRemove.count() == 0)
			{
				//no diamond rows were formed by the last move -> revoke movement (unless we are in a cascade)
				if (m_swapping1x != -1 && m_swapping1y != -1 && m_swapping2x != -1 && m_swapping2y != -1)
					m_jobQueue << KDiamond::RevokeSwapDiamondsJob;
				else
					m_jobQueue << KDiamond::UpdateAvailableMovesJob;
			}
			else
			{
				//all moves may now be out-dated - flush the moves list
				if (!m_availableMoves.isEmpty())
				{
					m_availableMoves.clear();
					emit numberMoves(-1);
				}
				//it is now safe to delete the position of the swapping diamonds
				m_swapping1x = m_swapping1y = m_swapping2x = m_swapping2y = -1;
				//report to Game
				m_gameState->addPoints(m_diamondsToRemove.count());
				//prepare to fill gaps
				m_jobQueue.prepend(KDiamond::FillGapsJob); //prepend this job as it has to be executed immediately after the animations (before handling any further user input)
				//invoke remove animation
				KNotification::event("remove");
				m_animator = new RemoveAnimator();
				foreach (QPoint *diamondPos, m_diamondsToRemove)
				{
					m_animator->addItem(m_diamonds[diamondPos->x()][diamondPos->y()]);
					//remove selection if necessary
					if (m_selected1x == diamondPos->x() && m_selected1y == diamondPos->y())
					{
						m_selected1x = m_selected2x;
						m_selected1y = m_selected2y;
						if (m_selected1x == -1 || m_selected1y == -1)
							m_selection1->hide();
						else
						{
							m_selection1->setPosInBoardCoords(QPointF(m_selected1x, m_selected1y));
							m_selection1->show();
						}
						m_selected2x = -1;
						m_selected2y = -1;
						m_selection2->hide();
					}
					else if (m_selected2x == diamondPos->x() && m_selected2y == diamondPos->y())
					{
						m_selected2x = -1;
						m_selected2y = -1;
						m_selection2->hide();
					}
				}
				m_animator->start();
				connect(m_animator, SIGNAL(finished()), this, SLOT(animationFinished()));
			}
			break;
		case KDiamond::FillGapsJob:
			//delete diamonds after their remove animation has played
			foreach (QPoint *diamondPos, m_diamondsToRemove)
			{
				delete m_diamonds[diamondPos->x()][diamondPos->y()];
				m_diamonds[diamondPos->x()][diamondPos->y()] = 0;
				//cleanup pointer
				delete diamondPos;
			}
			m_diamondsToRemove.clear();
			//fill gaps
			fillGaps();
			m_jobQueue.prepend(KDiamond::RemoveRowsJob); //allow cascades (i.e. clear rows that have been formed by falling diamonds)
			break;
		case KDiamond::UpdateAvailableMovesJob:
			if (m_gameState->state() != KDiamond::Finished)
				getMoves();
			break;
		case KDiamond::EndGameJob:
			emit pendingAnimationsFinished();
			killTimer(m_timerId);
			m_timerId = -1;
			break;
	}
}

QSet<QPoint *> Board::findCompletedRows()
{
	//The tactic of this function is brute-force. For now, I do not have a better idea: A friend of mine advised me to look in the environment of moved diamonds, but this is not easy since the re-filling after a deletion can lead to rows that are far away from the original movement. Therefore, we simply search through all diamonds looking for combinations in the horizonal and vertical direction. The created QList is returned as a QSet to remove duplicates. (It is not necessary where the rows exactly are. Only the number of diamonds and their position is relevant for scoring and removing these diamonds.) (We do not directly build a QSet as QList allows for faster insertions. At the end, the QSet can easily be created with the right capacity.)
	KDiamond::Color currentColor;
	QList<QPoint *> diamonds; //use a QList as storage as it allows for faster insertion than a QSet
	int x, y, xh, yh; //counters
	//searching in horizontal direction
	for (y = 0; y < m_size; ++y)
	{
		for (x = 0; x < m_size - 2; ++x) //counter stops at m_size - 2 to ensure availability of indices x + 1, x + 2
		{
			currentColor = m_diamonds[x][y]->color();
			if (currentColor != m_diamonds[x + 1][y]->color())
				continue;
			if (currentColor != m_diamonds[x + 2][y]->color())
				continue;
			//If the execution is here, we have found a row of three diamonds starting at (x,y).
			diamonds << new QPoint(x, y);
			diamonds << new QPoint(x + 1, y);
			diamonds << new QPoint(x + 2, y);
			//Does the row have even more elements?
			if (x + 3 >= m_size)
			{
				//impossible to locate more diamonds - do not go through the following loop
				x += 2;
				continue;
			}
			for (xh = x + 3; xh <= m_size - 1; ++xh)
			{
				if (currentColor == m_diamonds[xh][y]->color())
					diamonds << new QPoint(xh, y);
				else
					break; //row has stopped before this diamond - no need to continue searching
			}
			x = xh - 1; //do not search at this position in the row anymore (add -1 because x is incremented before the next loop)
		}
	}
	//searching in vertical direction (essentially the same algorithm, just with swapped indices -> no comments here, read the comments above)
	for (x = 0; x < m_size; ++x)
	{
		for (y = 0; y < m_size - 2; ++y)
		{
			currentColor = m_diamonds[x][y]->color();
			if (currentColor != m_diamonds[x][y + 1]->color())
				continue;
			if (currentColor != m_diamonds[x][y + 2]->color())
				continue;
			diamonds << new QPoint(x, y);
			diamonds << new QPoint(x, y + 1);
			diamonds << new QPoint(x, y + 2);
			if (y + 3 >= m_size)
			{
				y += 2;
				continue;
			}
			for (yh = y + 3; yh <= m_size - 1; ++yh)
			{
				if (currentColor == m_diamonds[x][yh]->color())
					diamonds << new QPoint(x, yh);
				else
					break;
			}
		}
	}
	return diamonds.toSet();
}

void Board::fillGaps()
{
	m_animator = new MoveAnimator();
	int maxMoveLength = 0; //necessary to determine the animation duration
	//fill gaps
	int x, y, yt; //counters - (x, yt) is the target position of diamond (x,y)
	for (x = 0; x < m_size; ++x)
	{
		//We have to search from the bottom of the column. Exclude the lowest element (x = m_size - 1) because it cannot move down.
		for (y = m_size - 2; y >= 0; --y)
		{
			if (m_diamonds[x][y] == 0)
				//no need to move gaps -> these are moved later
				continue;
			if (m_diamonds[x][y + 1] != 0)
				//there is something right below this diamond -> Do not move.
				continue;
			//search for the lowest possible position
			for (yt = y; yt < m_size - 1; ++yt)
			{
				if (m_diamonds[x][yt + 1] != 0)
					break; //xt now holds the lowest possible position
			}
			m_diamonds[x][yt] = m_diamonds[x][y];
			m_diamonds[x][yt]->setYIndex(yt);
			m_diamonds[x][y] = 0;
			m_animator->addItem(m_diamonds[x][yt], QPointF(x, y), QPointF(x, yt));
			maxMoveLength = qMax(maxMoveLength, yt - y);
			//if this element is selected, move the selection, too
			if (m_selected1x == x && m_selected1y == y)
			{
				m_selected1y = yt;
				m_animator->addItem(m_selection1, QPointF(x, y), QPointF(x, yt));
			}
			if (m_selected2x == x && m_selected2y == y)
			{
				m_selected2y = yt;
				m_animator->addItem(m_selection2, QPointF(x, y), QPointF(x, yt));
			}
		}
	}
	//fill top rows with new elements
	for (x = 0; x < m_size; ++x)
	{
		yt = 0; //now: holds the position from where the diamond comes (-1 for the lowest new diamond)
		for (y = m_size - 1; y >= 0; --y)
		{
			if (m_diamonds[x][y] != 0)
				continue; //inside of diamond stack - no gaps to fill
			--yt;
			m_diamonds[x][y] = new Diamond(x, y, x, yt, KDiamond::colorFromNumber(qrand() % m_colorCount + 1), this);
			m_diamonds[x][y]->setPosInBoardCoords(QPointF(x, yt));
			m_diamonds[x][y]->updateGeometry();
			m_animator->addItem(m_diamonds[x][y], QPointF(x, yt), QPointF(x, y));
			maxMoveLength = qMax(maxMoveLength, y - yt);
		}
	}
	((MoveAnimator*) m_animator)->setMoveLength(maxMoveLength);
	m_animator->start();
	connect(m_animator, SIGNAL(finished()), this, SLOT(animationFinished()));
}

bool Board::onBoard(int x, int y) const
{
	return 0 <= x && x < m_size && 0 <= y && y < m_size;
}

void Board::showHint()
{
	QPoint location = m_availableMoves.at(qrand()%m_availableMoves.size());
	m_selected1x = location.x();
	m_selected1y = location.y();
	m_selection1->setPosInBoardCoords(location);
	m_selection1->show();
	m_gameState->removePoints(3);
}

void Board::animationFinished()
{
	m_animator->deleteLater();
	m_animator = 0;
}

void Board::stateChange(KDiamond::State state)
{
	switch (state)
	{
		case KDiamond::Finished:
			m_selection1->hide();
			m_selection2->hide();
			m_jobQueue << KDiamond::EndGameJob;
			break;
		case KDiamond::Paused:
			for (int x = 0; x < m_size; ++x)
			{
				for (int y = 0; y < m_size; ++y)
					m_diamonds[x][y]->hide();
			}
			m_selection1->hide();
			m_selection2->hide();
			break;
		default: //not paused
			for (int x = 0; x < m_size; ++x)
			{
				for (int y = 0; y < m_size; ++y)
					m_diamonds[x][y]->show();
			}
			m_selection1->setVisible(m_selected1x != -1 && m_selected1y != -1);
			m_selection2->setVisible(m_selected2x != -1 && m_selected2y != -1);
			break;
	}
}

void Board::message(const QString &message)
{
	if (message.isEmpty())
		m_messenger->forceHide();
	else
		m_messenger->showMessage(message, KGamePopupItem::TopLeft);
}

#include "board.moc"
